Well, I had a few ideas for this week's Indie Game of the Week that fell through due to seriously needing to upgrade my old PC of mine - Tales of the Neon Sea seemed like a pretty neat adventure game from what little I could play of it, if that helps anyone - so instead entry 276 is going to cover a free fangame about anime Vtubers. My, how far we've fallen.
HoloCure: Save the Fans! is based on the Hololive menagerie of "virtual idol" talents that have been carving out a significant niche of the Vtuber fanbase across YouTube, starting in 2017 as a strictly Japan-based affair but has since expanded with successive "generations" of new talents that eventually included the eleven members of "HoloEN" - those recruited from Anglophone countries, primarily Australia, Canada, and the United States. As the maker of this fan game is presumably also from one of those countries, right now it focuses on those eleven Hololive Vtubers with explicit plans of expanding to include the many Japanese and Indonesian streamers and producers operating under the Hololive brand. Honestly, HoloCure probably goes beyond the quality level expected for most fan projects but then to say the fanbase for Hololive is rabid is an understatement - I struggle to retain any real objectivity here, though, as I myself fell into its "rabbit hole" some years ago when clips of Inugami Korone, Kiryu Coco, and Sakura Miko began circulating around my usual haunts. The paper-thin story of HoloCure right now is that the fans have become a little too rowdy of late and need some knocking around to return them to their senses: every enemy type is a representation of one of the starring Vtuber's fanbases (for example, the fans of Calliope Mori, a reaper, are the skeletal "Deadbeats").
You don't need to play much of HoloCure or see it in action to ascertain its chief inspiration. Vampire Survivors, which appeared out of nowhere around the end of 2021 and upset a lot of Game of the Year deliberations, became a profoundly popular 2D action game that is structurally similar to Smash TV and its overhead shoot-'em-up mechanics but for the fact that the playable character automatically attacks at set intervals. The player's role, then, is to maneuver the playable character around and through waves of enemy hordes and occasionally fire off screen-clearing "super"s at their discretion. The simplicity of the format quickly engendered it many fans who soon discovered an unexpected degree of complexity when it came to how they customized their character: upon reaching a new level, the player can select between one of several power-ups that might include passive stat boosts, passive skills, one-off healing consumables if they happened to be in a pinch, and new sub-weapons which also have their own auto-fire intervals and work in tandem with the weapons already present. The last of those in particular make for quite the conundrum when levelling up, as players worked towards an arsenal that either synergized together for a stronger focussed front, covered deficiencies such as targeting enemies attacking from the flank or creating areas of denial to make it harder for enemies to swarm them, or were uniquely enhanced by that specific character's skillset and strengths. With multiple player characters each with their own intended playstyle and complimentary skills, what would otherwise be a repetitive session-based game took on many layers of nuance, which only continues to expand as the developer further supports the game with additional content: new characters, new weapons, new skills, new enemies, new maps, and so on, with each variable adding no end of replay value.
It only took a few playthroughs of HoloCure for me to "get" the whole appeal of Vampire Survivors, even if I've yet to partake of its sanguine banquet myself and its no doubt deeper waters. Not only does eliminating the player's need to manually shoot at enemies change very little about the soul of an action game like this - most danmaku have auto-fire features too, as evading enemy bullets and choosing when to drop the life-saving bombs are of bigger importance than holding down a trigger button - but playing with the many different builds and power-ups creates a sufficiently distinct experience each time, and one where you're constantly expanding and tweaking your own understanding of the game's meta. As with many fighter games and MOBAs, the internet was quick to start sorting the HoloCure versions of HoloEN members into tiers based on their combat proficiency, though their differences alone are reason enough to try each of them out in turn. One slight obstacle to this experimentation process is the game's gacha aspect - the game has the five original HoloEN members unlocked as defaults, and the newer six need to be obtained via this pernicious lottery using in-game currency. However, dupes simply power up the related character by increasing all their stats from the outset, making them more viable to use if you struggled with them before; a compromise that alleviates some of the annoyance if you're struggling to complete the set. Leftover funds can be put towards permanent stat boosts which, much like the hub bonuses in the Rogue Legacy games, can allow for if not guarantee more successful subsequent runs. The most pressing one of those upgrades is unlocking the slow-to-recharge special attack, which can really save your bacon if you're in dire straits. As an added boon, all of these upgrades are refundable if you ever wanted to redistribute the cash or put it towards more gacha draws.
Speaking of metas and characters, here's a few notes I've made about the eleven characters after trying them all out:
(I've spoiler-blocked this section because it gets a bit lengthy and some of the appeal of this game is discovering how these characters work for yourself. For the sake of beginners, I'll say Ina, Amelia, and Gura are good starting picks from those initially available, and Bae, Sana, and Fauna are also exceptional if you can unlock them. Mumei, meanwhile, is just straight up broken right now: use her if you really can't earn a win, but perhaps try to resist the temptation otherwise.)
Owing to HoloCure's status as a fangame made in the developer's free time - they're also a proficient animator, and has animated at least one music video for Hololive talents Gawr Gura and Mori Calliope and their original song collaboration "Q" - there's only a smattering of content thus far, but since it shares the same structure as Vampire Survivors so too does it have the same modular capacity for growth, should the developer find the time to improve it further. It feels like half of Hololive's nearly 70 members have already streamed themselves playing the game, marvelling at the many in-jokes and references and wondering what sort of abilities their own digital avatars would bring to the fray. Of course, as a fangame that uses licensed characters, it's currently being provided for free on the developer's Itch.io; however, I'm sure if it continues to gain in popularity those running the Hololive business should see the sense of working towards some sort of official release in due time. Either way, even for as slight as it is right now in terms of content, it has many of the same hooks as Vampire Survivors at a price you really can't beat. If nothing else, you could give HoloCure a whirl just to see what all the fuss is about with this burgeoning sub-genre of auto-shooters before the marketplace is completely flooded with clones.
(NB: Version played was v0.3.16. I imagine it'll change a lot over the coming months.)
Rating: 4 out of 5.
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